package github.kawaiior.yuanchuxiuzhen.core.init;

import github.kawaiior.yuanchuxiuzhen.Yuanchuxiuzhen;
import github.kawaiior.yuanchuxiuzhen.common.world.biomes.HellBiomeProvider;
import net.minecraft.util.RegistryKey;
import net.minecraft.util.registry.Registry;
import net.minecraft.world.World;

public class DimensionInit {

    public static long seed;

    public static RegistryKey<World> HELL = RegistryKey.getOrCreateKey(Registry.WORLD_KEY, Yuanchuxiuzhen.prefix("hell"));

    public static void init() {

        Registry.register(Registry.BIOME_PROVIDER_CODEC, Yuanchuxiuzhen.prefix("hell_biome"), HellBiomeProvider.HELL_CODEC);

//        Registry.register(Registry.BIOME_PROVIDER_CODEC, TwilightForestMod.prefix("smart_distribution"), TFBiomeDistributor.TF_CODEC);
//        // TODO legacy
//        Registry.register(Registry.BIOME_PROVIDER_CODEC, TwilightForestMod.prefix("grid"), TFBiomeProvider.TF_CODEC);
//
//        // For now use minecraft:noise until we need to terraform for features
//        Registry.register(Registry.CHUNK_GENERATOR_CODEC, TwilightForestMod.prefix("featured_noise"), ChunkGeneratorTwilightForest.CODEC);
//        // TODO Do we even need this? Or can we fold it into the featured_noise because its elasticity to handle skyworld generation
//        Registry.register(Registry.CHUNK_GENERATOR_CODEC, TwilightForestMod.prefix("sky_noise"), ChunkGeneratorTwilightSky.CODEC);

    }

}
